| The Roguish Chef |
So last session i sent my party against some Goblin rogues, I attacked them at night while they slept, and because goblins got crazy high stealth bonuses and sleeping rendering everything blind and deaf except the one guy with a ring of sustenance, i got to sneak attack each of my lvl10 party for 34 damage in the suprise round while they slept before the scuffle unfolded. But it just occurred to me, I dealt 34 damage, which for most of them was a good 1/3 of their health and it was a fun and hairy raising encounter, but I coulda done a coup de grace on every one of them but the ring of sustenance and it woulda been a complete tpk, now my party has no arcane casters or ring forgers so they don't have access to things like alarm or multiple rings of sustenance unless I hand them out like candy, so the most obvious defences against attacks in the night aren't gonna work, but most of all I'm just not sure if coup de grace is a mechanic I think I need??? We all know pathfinder criticals are BRUTAL, and a coup de grace is an automatic crit, not only that but the do or die save is in most cases neigh impossible to do, so I'm wondering if perhaps I should house rule that there is no death save, or at the very least the death save should be the damage dealt not 10 + Damage dealt? As really no matter the magic defenses there is always ways around it and night ambushes will inevitably happen. Let me know your thoughts and suggestions or your personal house rules regarding coup de grace :)
| The Roguish Chef |
I suppose more than anything I'm a little perturbed that I could have turned what was a fun encounter into a dissatisfing end to a 4 year long campaign with one fullround action and some lvl 5 goblins, and something so unfun can't lead to anything good in my books so while I think coup de grace has a place I also think an already brutal auto crit is enough without the neigh impossible save-or-die♂️
| Ryan Freire |
If your party has a druid or ranger they should look into some of the campsite spells.
You sent something into the absolute optimal position to make use of their abilities and it also happens to be something your party has a profound weakness to.
Basically this is only going to come up when you send high stealth rogue types at your party while they sleep. Unless you have no casters at all, someones gonna have access to something that can help secure camping spaces, or they should start making survival and stealth checks to hide their campsite.
| The Roguish Chef |
If your party has a druid or ranger they should look into some of the campsite spells.
You sent something into the absolute optimal position to make use of their abilities and it also happens to be something your party has a profound weakness to.
my party has both a ranger and druid but that made no difference as they were in a building in individual rooms not a campsite, they also are no weak to it they have INSANE perseption bonuses from having 2 his wisdom class half elves with skill focus perception and one of them was the ring guy on guard, they just made low perception checks, the sleeping factor is the only reason they didn't all wake up.
| avr |
avr wrote:Surprise rounds are only a standard actionyou see so long as the goblin doesn't hit them they have all the time in the world, it is completely possible to do a coup de grace in a suprise round so long as the receiving party is completely oblivious
See, that's simply not true unless everyone's asleep. One standard action only.
| The Roguish Chef |
The Roguish Chef wrote:See, that's simply not true unless everyone's asleep. One standard action only.avr wrote:Surprise rounds are only a standard actionyou see so long as the goblin doesn't hit them they have all the time in the world, it is completely possible to do a coup de grace in a suprise round so long as the receiving party is completely oblivious
everyone WAS asleep -.- and the only guy not asleep didn't get to act in the suprise round anyway so it didn't matter, all they gotta do is move up to the bed and stab
gnoams
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So you wrote a scenario in which your monsters were impossible to spot and slit everyone's throat in the night. Um, good for you, that's not effectively any different than saying rocks fall everyone dies. This is not the fault of the rules, it is the fault of you, the GM, who wrote this encounter. Write a better encounter.
| The Roguish Chef |
So you wrote a scenario in which your monsters were impossible to spot and slit everyone's throat in the night. Um, good for you, that's not effectively any different than saying rocks fall everyone dies. This is not the fault of the rules, it is the fault of you, the GM, who wrote this encounter. Write a better encounter.
nobody died numb nuts, I'm just saying the option was there and I argue if such a porent option is really needed with criticals beings as powerful as they are, it's comments like these that make me wonder why the hell I bother posting on these forums
| avr |
Obviously not everyone was asleep if one person wasn't asleep. By definition.
As I understand the rules: If the goblins move up in the surprise round that's their action in that round. If they're not invisible then that's the end of their stealth, the person on watch yells and coup de grace can't happen next round. If they're invisible or similar they can make stealth checks to avoid having the awake person yelling blue murder, then it'd come down to initiative in the first real round. That's in the ideal situation for the rogues.
If you're assuming that any successful stealth check gets you within 5' and you can delay without further stealth checks required until you get a full round action - then we disagree on the rules.
| Ryan Freire |
Obviously not everyone was asleep if one person wasn't asleep. By definition.
As I understand the rules: If the goblins move up in the surprise round that's their action in that round. If they're not invisible then that's the end of their stealth, the person on watch yells and coup de grace can't happen next round. If they're invisible or similar they can make stealth checks to avoid having the awake person yelling blue murder, then it'd come down to initiative in the first real round. That's in the ideal situation for the rogues.
If you're assuming that any successful stealth check gets you within 5' and you can delay without further stealth checks required until you get a full round action - then we disagree on the rules.
They were in separate rooms in the inn.
gnoams
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gnoams wrote:So you wrote a scenario in which your monsters were impossible to spot and slit everyone's throat in the night. Um, good for you, that's not effectively any different than saying rocks fall everyone dies. This is not the fault of the rules, it is the fault of you, the GM, who wrote this encounter. Write a better encounter.nobody died numb nuts, I'm just saying the option was there and I argue if such a porent option is really needed with criticals beings as powerful as they are, it's comments like these that make me wonder why the hell I bother posting on these forums
I know, expecting maturity on the internet is foolish of me. That sounded mean, and I suppose the only reaction I can expect is knee jerk defending what you did. The point though is that you should think about what you designed and learn from it for future encounters. You are responsible, that's not a bad thing, that means you are in control, and you have the power to change the outcome.
If you want your characters to have a chance to be able to spot the assassins coming, then you need to assign them numbers in a range where the players could perceive them. As the GM you should know exactly what the range of perceptions are of your players, and can assign a DC to spot the enemies based upon how difficult you want it to be.
Coup de grace almost never comes up unless you do something like you did and design a scenario for it to happen, or a pc has a very niche build designed to take advantage of it. I personally don't see any reason to change coup de grace, but on the other hand, if you do remove it, the impact to the game is going to be minimal to negligible. It will make sleep spells worth less, and regenerating creatures harder to kill, that's about it.
| GotAFarmYet? |
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It was kind of your parties fault though.
1 they did not secure the windows, so a lock pick could not open them.
2 they all took separate rooms in a town that was not very secure.
3 they posted the guards poorly.
4 they did not buy extra rooms and leave them empty
5 they did not spell protect things, the party was 2x the level of thieves from what i skimmed.
I could see it working if they were in their own building, but guards should be hired for that reason. The party was simply careless.
If you don't like the mechanic then house rule it as a non-critical it is a option.
| Meirril |
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avr wrote:everyone WAS asleep -.- and the only guy not asleep didn't get to act in the suprise round anyway so it didn't matter, all they gotta do is move up to the bed and stabThe Roguish Chef wrote:See, that's simply not true unless everyone's asleep. One standard action only.avr wrote:Surprise rounds are only a standard actionyou see so long as the goblin doesn't hit them they have all the time in the world, it is completely possible to do a coup de grace in a suprise round so long as the receiving party is completely oblivious
All right, so lets go down the list of objections step by step.
1) First, you literally can't do a coup de grace in a surprise round. Why? Because you only get a standard action in a surprise round, and performing a coup de grace is a full round action.
2) Sleeping PCs still get perception rolls. The DC increases by 10 so it isn't easy, but it is possible to detect the stealthy assassins.
3) Don't roll once for all of the goblins to stealth. Make 1 roll per goblin, because that gives RNG a chance to screw up the NPC just like it would the PCs. Or do you let the PCs make 1 stealth roll for their entire party?
4) Also don't let the goblins all go simultaneously like they were a hive mind perfectly coordinating every body. Unless this is a professionally trained squad of assassins trained to perform synchronized performance murder. Most GMs roll once for initiative because they are lazy and it doesn't make a difference in a normal encounter. This isn't a normal encounter and it could make a huge difference.
5) Actually criticals aren't really a big deal. Most characters that want criticals are using x2 weapons which just means they do the damage of 2 strikes occasionally. Or you could have someone carrying around a x4 crit weapon just for situations like this... which is a foul when the GM makes the situation happen. That sort of thing is much more acceptable when the entire clan of goblins use the same weapon.
Also criticals generally don't mean as much to rogues. Sneak attack and other sources of precision damage don't get multiplied on a crit. Most rogues barely do any damage other than precision damage. Most rogues wouldn't perform a coup de grace if it wasn't for the massive damage save. It is better for them to strike multiple times and get sneak attack damage on all of their attacks for the round instead of a guaranteed crit if they don't get the save or die.
6) As a GM you walk a fine line between entertaining and killing the party. It is called 'giving them a challenge'. Setting up an encounter where the enemy has an advantage is normal. Giving them too much of an advantage is bad. Judging that and not going over a self imposed limit is what GMs do. If you think this is massively unfair...
| SheepishEidolon |
I dealt 34 damage, which for most of them was a good 1/3 of their health and it was a fun and hairy raising encounter, but I coulda done a coup de grace on every one of them but the ring of sustenance and it woulda been a complete tpk
Well, if it was a fun encounter, everything is fine. Fun is the whole point of RPGs, after all, they are games and neither simulations nor chores. You could have acted in another way, but since this would have been less fun, it would have been a worse resolution. Personally, I don't see any need for a houserule here, since you can cover the problems with your choices.
There is a nice feat to defuse coup de graces somewhat: Merciful Takedown. With it you can use nonlethal damage (-4 AB are not relevant for CdG, since no attack roll) to turn your victim unconscious for an hour. Good for any monster who prefers to sacrifice its victim alive, torture them a bit more or eat it alive. Chance for escape or rescue included. I guess affected players won't blame you if you spontaneously sneak the feat in as a free bonus feat...
Firebug
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I dealt 34 damage...some lvl 5 goblins...
Ok, so where is that damage coming from? If they were the standard level 5 goblin rogues (Goblin Firestarter), you are looking at 3d6 sneak attack (average 10.5) plus 1d4+0 (average 2.5). If we go with 2 attacks(since they are listed as dual-wielding) we're looking only 26 damage on average. If it was a single attack and they rolled max they can't even get to 34. If they crit both attacks (basically worthless since sneak attack doesn't multiply on a crit), you are finally above 30 on average. I could see an average of 34 if you make them Unchained though and hit with both attacks.
Speaking of Unchained, do Blankets provide concealment/cover? If so, then sneak attack wouldn't apply unless they were Unchained.
Yeah, seconding the different initiative counts. Once one of the party members gets stabbed, everyone should be getting another perception check (DC -10 for sound of combat +5/10 to the DC for door/wall, +10 for being asleep).
| LBHills |
...I'm just not sure if coup de grace is a mechanic I think I need?... so I'm wondering if perhaps I should house rule that there is no death save, or at the very least the death save should be the damage dealt not 10 + Damage dealt?...
I don't think you'll hurt your game by stating that the coup de grace action isn't available. The only ones who use it regularly are spellcasters with sleep and hold spells, and even they'll find that there are other ways to incapacitate their temporarily immobilized foes.
| Mysterious Stranger |
As others have said coup –de-grace is a full round action. Since it is a full round action that means the goblins would have to be next to them in orde4r to get a cup-de-grace. That means the party has to fail two perception rolls in order for the goblins to pull it off. Also if there were locks on the door they should have gotten a perception roll when they were picked. That would raise the number of failed perceptions rolls to 3. Now they do take a -10 penalty for being asleep, but that is still three failed perception rolls needed.
While you may not have an arcane caster Alarm is a ranger spell. There are also mundane tactics that can make being sneaked up on difficult or even impossible. Putting bottles on the window so that if they are opened they fall and break is going make coming through the windows a lot more difficult. At that point you are not rolling to spot the goblin you are rolling to hear the glass breaking and that is going to be a lot easier. Blocking the door from opening by placing a heavy object in front of it will prevent the goblins from getting in that without making a lot of noise.
| Volkard Abendroth |
If your party has a druid or ranger they should look into some of the campsite spells.
Don't need a druid or ranger.
What the party needs is Keep Watch
| Mudfoot |
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I'm wondering what happened to all the other people in this inn. Did the goblins allocate one to each and every guest, barmaid and ostler? Were they all fast asleep and stone deaf too? No guard dogs? Did nobody see them sneaking down the street to the inn, bypassing everything else?
Or did the goblins somehow know which rooms the PCs were staying in and target those rooms only?
| VoodistMonk |
Coup de Grace is perfectly fine. Don't use it if you don't want to. That's great. No use banning it, since it never comes up anyways.
That party probably deserves to be CdG'ed, TPK, roll new characters that know how to set up a proper fire guard.
And all of what Mudfoot is saying... did the Goblins attack anyone else in the inn? How did they know which rooms the party was in? How did they get into town in the first place? Is there not a single dog or horse anywhere in this town?
| Mark Hoover 330 |
Here's what I don't get: how did the goblins get in? What was the layout of the inn? They are level 5 rogues right? So, with Climb being a Str based skill there's no great shakes for the goblins to scale the side of the building; presumably they came in from another room like the common room and made their way to the PCs' rooms.
Does this inn not have doors? Moving through the common room would've required the goblins to pass through at least one door to enter. This in turn may have also required the picking of a lock to gain entry after the business had shut down for the night, unless activity was still happening in the common room. If it was, did NO ONE spot a group of goblins moving through the area using nothing but their Stealth skill?
Now the goblins get to the PCs' rooms. Again, if there are doors they would've needed to be opened in order for the goblins to gain entry. This means any PC that was awake, like the person with the Ring of Sustenance, may have noticed the door swinging open, heard the picking of the lock (DC 20 Perception check to hear a key turning in a lock, modified by distance, checking 1/round that the goblin is working on the lock) or heard the creak of the door in the dark.
A level 5 goblin rogue likely has about a +14 Stealth check right? Getting a 20 for each goblin (and I'm with Meirril upthread that you should be rolling separately for each one) that's a 34. You're telling me that none of the PCs, level 10, had ANY way of hitting a 34 Perception check? 10 ranks, high Wis bonus, Skill Focus: Perception, we're talking a base Perception +24 on that one half-elf PC.
Considering that half-elf would've been rolling Perception check after Perception check from the moment the goblins got within an acceptable range in an outer room like the common room for a possible floor creak or armor rattle to alert any of the PCs, even with distance modifiers, penalty from sleeping AND the penalty for being behind a closed door there was at least the CHANCE that the PCs could've heard the monsters coming.
Then there's the fact that one of the PCs is a ranger; another is a druid. Are we talking archetypes that traded out their Animal Companions for both PCs? If not, check those animals' senses. If they have Scent they automatically detected the scent of the goblins once they got within 30' if the inn has no doors; if the inn DOES in fact have doors, I'd let the goblins be detected once they got to the door by Scent instead.
Even without Scent the AC(s) would have also gotten Perception checks. If alerted, I don't know about anyone else, but I know IRL any dog I've ever owned has barked like CRAZY if someone they didn't know tried to sneak up on us. I'd have to say that a PC's Animal Companion would likely act the same way.
So, for the sake of argument, let's say that the goblins managed to somehow get into the PCs' rooms without a SINGLE Perception check detecting them. Once they are within those rooms simultaneously, moving in Stealth while readying to attack, the goblins enter into a Surprise round. Because they are breaking Stealth to take an action, which in the case of the OP was originally a single attack dealing 34 HP each (how, I don't know; the numbers don't make sense but whatever), but the GM was lamenting not using the Coup De Gras maneuver, even if we allow the goblins to use a Full Round action in a Surprise round (not possible; only a Standard or a Move action in a Surprise round) they could not COMPLETE the action in the Surprise round.
This is important.
For a Coup De Gras to happen it takes a Full Round action. If the goblins were allowed to BEGIN this action in the Surprise round, it would complete on their initiative in Round 1. Again, by RAW this is not possible in the Surprise round but let's say that it is. If any of the PCs, awoken by the beginning of the Coup De Gras action in the Surprise round, that manage to beat the goblins' Initiative would be able to take a Move, Standard, and any Swift/Free actions they normally could on their initiative to try and interrupt or avoid the completion of the Coup De Gras.
Also, let's circle back to the one with the Ring of Sustenance.
This PC was presumably awake at the time a goblin rogue broke into their room. They couldn't act on the Surprise round, but in Round 1 if they beat the Initiative of the goblin they can scream real loud as a Free action. Hearing this sound has at least a DC -10 (hearing the sounds of battle) for the other PCs.
Did all of the goblins' actions take place ALL AT ONCE, as if they were robots? In other words, which PCs' room did they get to first? If it was perfectly synchronized... first off, kudos to the most disciplined goblin assassin-bots ever assembled, and second ignore my next rant.
If the goblins' actions were staggered; they got to different rooms at different times, if any of them got to the Ring of Sustenance PC BEFORE any of the other PCs' rooms, there would've been a loud scream to alert the remaining sleeping PCs BEFORE the goblins in their rooms did anything.
I feel like there were some shenanigans here, or at the very least some Stealth and Perception rules that weren't adhered to as stated by RAW.
Now of course, all of my objections dissolve if the goblins were somehow teleported directly into the PCs' rooms simultaneously, or if they climbed the outside walls and slipped in through open windows at exactly the same moment. If that's the case, I apologize.
The last thing I want to ask is... what was going on in the campaign leading up to this? I mean, as described, we've got a party of LEVEL 10 PCs sleeping in 4 separate rooms in a building, presumably an inn, when a bunch of goblin rogue 5 NPCs bust in to attack them. Had the characters just returned from some epic adventure and they were dog-tired? Were there absolutely no warnings at all that anyone could be coming for them?
For a counter example, I have a group of 4 PCs in one of my campaigns that are currently all level 5: a human wizard 5, an elf unchained rogue 5, half-dwarf Paladin 5, and a half-elf monk 5. The campaign is essentially a bunch of delves into a mega-dungeon near a major port city, with occasional site-based side adventures in the surrounding wilderness.
There are no boss monsters or evil masterminds that the PCs have ID'd but their first introduction to the city was a group of corrupt merchants working with a heretic priestess, which tied into a group of traveling peddler ratfolk in the megadungeon. Since the players knew they were going to base in the city, they knew there were potential enemies there, and they were starting to amass valuable magic items, once they got about midway through level 2 they started Businesses using the Downtime rules.
One room they all bought was an Office; they did so because it features a door with a lock. 2 of the PCs upgraded these immediately to a Good lock. Since then they've hired Teams to work at their businesses and they are starting to look at Managers so they can take extended trips to the megadungeon. Every single PC uses their Office room in their business as their private bedroom, so they live and work out of their businesses.
Last, but not least, these PCs have purposely made contacts in the city who keep an ear out for rumors and threats. This is how they found their 2 side quests in the wilderness. I mention all of this because if I wanted to launch an assault against them by goblin thieves I'd have to justify: their contacts not hearing anything about a plot against them or goblins entering the city; the rogues breaking into their businesses unseen by any of the city guard; the staff on hand (if still there) not noticing; the PCs' own Sacred Mount and Familiar not detecting the goblins' approach; the goblins getting past the locks on their doors, 2 of which have a DC 30 for the check; and finally the PCs missing every Perception check from every round since the rogues entered the building.
A final note, about using Coup De Gras against your PCs: you do what you want; it's your game, but killing all of the PCs is really not that hard, especially if they're all sleeping, unprotected, in separate rooms in the inn. Seriously, if you WANT them to die, the GM has ALL the tools at their disposal to make that happen.
Coup De Gras though is important, meaningful; it is near impossible to make the save to survive this action. Because of this, IMO, this should be cinematic, like Indy almost getting his heart torn out by a villain in Temple of Doom. Hitting unconscious heroes in their sleep with an auto-kill just seems... anticlimactic. I don't understand WHY this would be a desired outcome but again, you do you.
| GotAFarmYet? |
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And here I thought he was talking about Goblins delivering a perfume.
| Mark Hoover 330 |
Got it. Thanks. Any thoughts on the rules on Stealth, Perception, the Coup De Grace mechanic, and the requirements of the Helpless condition?
Chef, if you don't want to outright use Coup De Grace, here's some alternatives:
1. Don't use it at all
2. Remove the Death save altogether; it's just an auto-critical
3. Make it a Standard action but it just deals full damage
4. It deals normal damage, Death save is either 10 + damage or just damage as the save DC
If you want to kill your PCs, there are plenty of ways. Sneaking up and murdering them while sleeping is one. Another would be... what are they, 10th level? As the PCs are leaving the building they were sleeping in the town is attacked by an ancient red dragon. But why stop there?
CR 20 natural Hazard: meteorites - rocks, the debris of a disintegrating meteor, fall from the sky dealing 40d6 to everything in a 1 mile radius; Ref save (DC 30) to save for half
The tarrasque appears inside of an anti-magic zone
An Omega-plague: DC 38 Fort save or victim takes 4d6 Con; onset 6 hours; special: if victim dies it is reanimated as a zombie with the Fast Zombie template applied
That's just a few ways you could obliterate the party in your game. All would be as unexpected and may feel as anti-climactic to the players as being murdered in their sleep.
Sorry again about my grammar.
| GotAFarmYet? |
...
Nah. we were making fun of Bjørn Røyrvik as he likes to go around and see if he can trigger people at times.
Either way we all agree that the party handled the situation poorly and that in the game the odds of assassins half the level of the party would really not stand a chance. If it was the opposite and the party was half the level assassins then it might have worked.
The way it was looking was the town was full of Goblins, The inn was full of Goblins and run by Goblins. They even greeted you at the door and took your luggage for you. There was a secret door into every room with a full stealth build that Dwarves could not find. The Players decided well they are only Goblins, and took sleeping pills to aid their rest, and all slept in different rooms. Also don't forget they all used radios and watches to time the attack to the second with coordination. And the only compliant was the coup de grâce was too powerful.
Yup totally believable.
| VoodistMonk |
Why would it ever happen if you were obviously looking for something else?
The entire point of the Coup de Grace is to kill something. If you don't want it to die, then do literally anything else.
You can have the enemy go through all the theatrics of a CdG, but it's just a normal attack. Or you can give the enemies Throat Slicer and Dastardly Finish, let them go to town. Either way, the Coup de Grace is perfectly fine the way it is now.